Proper FPS control when right mouse button clicked, but weird endless loop when calling active_camera->updateMatrices()

master
Martin Felis 2016-10-05 21:31:41 +02:00
parent cb921ecdd5
commit 5748f1a944
2 changed files with 101 additions and 15 deletions

View File

@ -8,6 +8,26 @@ namespace SimpleMath {
namespace GL { namespace GL {
inline Matrix33f RotateMat33 (float rot_deg, float x, float y, float z) {
float c = cosf (rot_deg * M_PI / 180.f);
float s = sinf (rot_deg * M_PI / 180.f);
return Matrix33f (
x * x * (1.0f - c) + c,
y * x * (1.0f - c) + z * s,
x * z * (1.0f - c) - y * s,
x * y * (1.0f - c) - z * s,
y * y * (1.0f - c) + c,
y * z * (1.0f - c) + x * s,
x * z * (1.0f - c) + y * s,
y * z * (1.0f - c) - x * s,
z * z * (1.0f - c) + c
);
}
inline Matrix44f RotateMat44 (float rot_deg, float x, float y, float z) { inline Matrix44f RotateMat44 (float rot_deg, float x, float y, float z) {
float c = cosf (rot_deg * M_PI / 180.f); float c = cosf (rot_deg * M_PI / 180.f);
float s = sinf (rot_deg * M_PI / 180.f); float s = sinf (rot_deg * M_PI / 180.f);

View File

@ -3,9 +3,11 @@
#include "Renderer.h" #include "Renderer.h"
#include "3rdparty/ocornut-imgui/imgui.h" #include "3rdparty/ocornut-imgui/imgui.h"
#include "imgui/imgui.h" #include "imgui/imgui.h"
#include <bx/fpumath.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include "SimpleMath/SimpleMath.h" #include "SimpleMath/SimpleMath.h"
#include "SimpleMath/SimpleMathMap.h" #include "SimpleMath/SimpleMathMap.h"
#include "SimpleMath/SimpleMathGL.h"
#include <iostream> #include <iostream>
#include <sstream> #include <sstream>
@ -21,13 +23,32 @@ typedef SimpleMath::VectorNf VectorNf;
double mouse_scroll_x = 0.; double mouse_scroll_x = 0.;
double mouse_scroll_y = 0.; double mouse_scroll_y = 0.;
bool fps_camera = true;
// Boilerplate for the module reload stuff
struct module_state {
bool fps_camera;
float camera_theta;
float camera_phi;
};
void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) { void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
mouse_scroll_x += xoffset; mouse_scroll_x += xoffset;
mouse_scroll_y += yoffset; mouse_scroll_y += yoffset;
} }
void handle_mouse () { void handle_mouse (struct module_state *state) {
if (!glfwGetWindowAttrib(gWindow, GLFW_FOCUSED)) {
return;
}
if (glfwGetMouseButton(gWindow, 1)) {
glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
} else {
glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
double mouse_x, mouse_y; double mouse_x, mouse_y;
glfwGetCursorPos(gWindow, &mouse_x, &mouse_y); glfwGetCursorPos(gWindow, &mouse_x, &mouse_y);
gRenderer->inputState.mousedX = mouse_x - gRenderer->inputState.mouseX; gRenderer->inputState.mousedX = mouse_x - gRenderer->inputState.mouseX;
@ -40,9 +61,44 @@ void handle_mouse () {
glfwGetMouseButton(gWindow, 0) glfwGetMouseButton(gWindow, 0)
+ (glfwGetMouseButton(gWindow, 1) << 1) + (glfwGetMouseButton(gWindow, 1) << 1)
+ (glfwGetMouseButton(gWindow, 2) << 2); + (glfwGetMouseButton(gWindow, 2) << 2);
Camera *active_camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
assert (active_camera != nullptr);
Matrix44f camera_view_matrix = SimpleMath::Map<Matrix44f>(active_camera->mtxView, 4, 4);
Matrix33f camera_rot_inv = camera_view_matrix.block<3,3>(0,0).transpose();
Vector3f eye = SimpleMath::Map<Vector3f>(active_camera->eye, 3, 1);
Vector3f poi = SimpleMath::Map<Vector3f>(active_camera->poi, 3, 1);
if (glfwGetMouseButton(gWindow, 1)) {
Vector3f view_dir;
view_dir = poi - eye;
Vector3f right = camera_rot_inv.block<1,3>(0,0).transpose();
right = view_dir.normalized().cross (Vector3f (0.f, 1.f, 0.f));
Matrix33f rot_matrix_y = SimpleMath::GL::RotateMat33(
gRenderer->inputState.mousedY * 0.4f,
right[0], right[1], right[2]);
Matrix33f rot_matrix_x = SimpleMath::GL::RotateMat33(
gRenderer->inputState.mousedX * -0.4f,
0.f, 1.f, 0.f);
poi = eye + rot_matrix_x * rot_matrix_y * view_dir;
memcpy (active_camera->poi, poi.data(), sizeof(float) * 3);
} }
void handle_keyboard () { // bx::mtxLookAt(
// active_camera->mtxView,
// active_camera->eye,
// active_camera->poi,
// active_camera->up
// );
// Not working: why?!?
// active_camera->updateMatrices();
}
void handle_keyboard (struct module_state *state) {
Camera *active_camera = &gRenderer->cameras[gRenderer->activeCameraIndex]; Camera *active_camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
assert (active_camera != nullptr); assert (active_camera != nullptr);
Matrix44f camera_view_matrix = SimpleMath::Map<Matrix44f>(active_camera->mtxView, 4, 4); Matrix44f camera_view_matrix = SimpleMath::Map<Matrix44f>(active_camera->mtxView, 4, 4);
@ -88,17 +144,12 @@ void handle_keyboard () {
memcpy (active_camera->poi, poi.data(), sizeof(float) * 3); memcpy (active_camera->poi, poi.data(), sizeof(float) * 3);
} }
// Boilerplate for the module reload stuff
struct module_state {
int width, height;
int select;
char cells[];
};
static struct module_state *module_init() { static struct module_state *module_init() {
std::cout << "Module init called" << std::endl; std::cout << "Module init called" << std::endl;
module_state *state = (module_state*) malloc(sizeof(*state)); module_state *state = (module_state*) malloc(sizeof(*state));
fps_camera = true;
return state; return state;
} }
@ -127,7 +178,23 @@ static bool module_step(struct module_state *state) {
return false; return false;
bool enabled = true; bool enabled = true;
ImGui::Begin("Ddebug"); ImGui::Begin("TestModule");
if (ImGui::Checkbox("FPS Camera", &state->fps_camera)) {
}
ImGui::SliderFloat("Theta", &state->camera_theta, -3.141592f, 3.141592f);
ImGui::SliderFloat("Phi", &state->camera_phi, -3.141592f, 3.141592f);
if (gRenderer) {
Camera *active_camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
if (active_camera) {
ImGui::SliderFloat3("Eye", active_camera->eye, -30.0f, 30.0f);
ImGui::SliderFloat3("Poi", active_camera->poi, -30.0f, 30.0f);
}
assert (active_camera != nullptr);
}
if (ImGui::Button("Hallo Katrina Whaddup?")) { if (ImGui::Button("Hallo Katrina Whaddup?")) {
if (gRenderer->drawDebug) { if (gRenderer->drawDebug) {
gRenderer->drawDebug = false; gRenderer->drawDebug = false;
@ -138,16 +205,15 @@ static bool module_step(struct module_state *state) {
} }
ImGui::End(); ImGui::End();
static bool imgui_test_window = true; static bool imgui_test_window = true;
ImGui::ShowTestWindow(); // ImGui::ShowTestWindow();
float deltaTime = 0.3; float deltaTime = 0.3;
std::ostringstream s; std::ostringstream s;
s << "TestModule: 2 Runtime Object 4 " << deltaTime << " update called!"; s << "TestModule: 2 Runtime Object 4 " << deltaTime << " update called!";
handle_mouse(); handle_mouse(state);
handle_keyboard(); handle_keyboard(state);
bgfx::dbgTextPrintf(1, 20, 0x6f, s.str().c_str()); bgfx::dbgTextPrintf(1, 20, 0x6f, s.str().c_str());